2020
DOI: 10.1002/spe.2814
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VR‐Rides: An object‐oriented application framework for immersive virtual reality exergames

Abstract: Exercise can improve health and well-being. With this in mind, immersive virtual reality (VR) games are being developed to promote physical activity, and are generally evaluated through user studies. However, building such applications is time consuming and expensive. This paper introduces VR-Rides, an object-oriented application framework focused on the development of experiment-oriented VR exergames. Following the modular programming pattern, this framework facilitates the integration of different hardware (… Show more

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Cited by 12 publications
(20 citation statements)
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“…The data analysis is usually not considered by second generation frameworks (but see Grübel et al, 2016;Wang et al, 2020). The general move towards pre-registration makes integrating data analysis into frameworks a key requirement to enable researchers to actually go through with pre-registration without a massive overhead.…”
Section: Discussionmentioning
confidence: 99%
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“…The data analysis is usually not considered by second generation frameworks (but see Grübel et al, 2016;Wang et al, 2020). The general move towards pre-registration makes integrating data analysis into frameworks a key requirement to enable researchers to actually go through with pre-registration without a massive overhead.…”
Section: Discussionmentioning
confidence: 99%
“…This component group provides an API to the first component detailing how to collect and store the data. Any bmlTUX (Bebko and Troje, 2020) Unity EVE (Grübel et al, 2016) Unity * * DeFINE Unity Landmarks Unity * NVR-DeSciL Unity VRate Unity VREVAL Unreal -VREX Unity * * * VR-Rides (Wang et al, 2020) Unity * USE (Watson et al, 2019) Unity UXF (Brookes et al, 2019) Unity Symbols: : Feature, *: Partial Feature, -: Not possible, † : Never implemented Table 1: Comparison of current VR frameworks since 2015. The features are grouped by correspondence to the 6 pillars taxonomy of the ExaC paradigm.…”
Section: Methodsmentioning
confidence: 99%
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“…On the aspect of educational games, in 2017.12, Julie M. Sykes focuses on how to use digital games in the context language learning and finds some solutions to increase approaches to community-based and commercial games, as well as to make consequential incorporation of virtual reality [2]. In 2020.1, Yifan Wang developed VR-Rides, an object-oriented programming module focused on the development of experiment-oriented VR games [3].…”
Section: Introductionmentioning
confidence: 99%